/*
 * This program is free software: you can redistribute it and/or modify it under
 * the terms of the GNU General Public License as published by the Free Software
 * Foundation, either version 3 of the License, or (at your option) any later
 * version.
 * 
 * This program is distributed in the hope that it will be useful, but WITHOUT
 * ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS
 * FOR A PARTICULAR PURPOSE. See the GNU General Public License for more
 * details.
 * 
 * You should have received a copy of the GNU General Public License along with
 * this program. If not, see <http://www.gnu.org/licenses/>.
 */
package com.l2emu.gameserver.skills;

import java.util.logging.Logger;

import com.l2emu.Config;
import com.l2emu.gameserver.SevenSigns;
import com.l2emu.gameserver.SevenSignsFestival;
import com.l2emu.gameserver.instancemanager.CastleManager;
import com.l2emu.gameserver.instancemanager.ClanHallManager;
import com.l2emu.gameserver.instancemanager.FortManager;
import com.l2emu.gameserver.instancemanager.SiegeManager;
import com.l2emu.gameserver.model.Elementals;
import com.l2emu.gameserver.model.L2ItemInstance;
import com.l2emu.gameserver.model.L2SiegeClan;
import com.l2emu.gameserver.model.L2Skill;
import com.l2emu.gameserver.model.actor.L2Character;
import com.l2emu.gameserver.model.actor.L2Npc;
import com.l2emu.gameserver.model.actor.L2Playable;
import com.l2emu.gameserver.model.actor.L2Summon;
import com.l2emu.gameserver.model.actor.instance.L2CubicInstance;
import com.l2emu.gameserver.model.actor.instance.L2DoorInstance;
import com.l2emu.gameserver.model.actor.instance.L2NpcInstance;
import com.l2emu.gameserver.model.actor.instance.L2PcInstance;
import com.l2emu.gameserver.model.actor.instance.L2PetInstance;
import com.l2emu.gameserver.model.base.PlayerState;
import com.l2emu.gameserver.model.entity.Castle;
import com.l2emu.gameserver.model.entity.ClanHall;
import com.l2emu.gameserver.model.entity.Fort;
import com.l2emu.gameserver.model.entity.Siege;
import com.l2emu.gameserver.model.itemcontainer.Inventory;
import com.l2emu.gameserver.network.SystemMessageId;
import com.l2emu.gameserver.network.serverpackets.SystemMessage;
import com.l2emu.gameserver.skills.conditions.ConditionPlayerState;
import com.l2emu.gameserver.skills.conditions.ConditionUsingItemType;
import com.l2emu.gameserver.skills.funcs.Func;
import com.l2emu.gameserver.templates.chars.L2PcTemplate;
import com.l2emu.gameserver.templates.effects.EffectTemplate;
import com.l2emu.gameserver.templates.item.L2Armor;
import com.l2emu.gameserver.templates.item.L2Weapon;
import com.l2emu.gameserver.templates.item.L2WeaponType;
import com.l2emu.gameserver.templates.skills.L2SkillType;
import com.l2emu.gameserver.util.Util;
import com.l2emu.util.Rnd;

/**
 * Global calculations, can be modified by server admins
 */
public final class Formulas
{

	/** Regen Task period */
	protected static final Logger _log = Logger.getLogger(L2Character.class.getName());
	private static final int HP_REGENERATE_PERIOD = 3000; // 3 secs
	
	public static final byte SHIELD_DEFENSE_FAILED = 0; // no shield defense
	public static final byte SHIELD_DEFENSE_SUCCEED = 1; // normal shield defense
	public static final byte SHIELD_DEFENSE_PERFECT_BLOCK = 2; // perfect block
	
	public static final byte SKILL_REFLECT_FAILED = 0; // no reflect
	public static final byte SKILL_REFLECT_SUCCEED = 1; // normal reflect, some damage reflected some other not
	public static final byte SKILL_REFLECT_VENGEANCE = 2; // 100% of the damage affect both
	
	private static final byte MELEE_ATTACK_RANGE = 40;

	public static final int MAX_STAT_VALUE = 100;

    private static final double[] STRCompute = new double[]{1.036, 34.845}; //{1.016, 28.515}; for C1
    private static final double[] INTCompute = new double[]{1.020, 31.375}; //{1.020, 31.375}; for C1
    private static final double[] DEXCompute = new double[]{1.009, 19.360}; //{1.009, 19.360}; for C1
    private static final double[] WITCompute = new double[]{1.050, 20.000}; //{1.050, 20.000}; for C1
    private static final double[] CONCompute = new double[]{1.030, 27.632}; //{1.015, 12.488}; for C1
    private static final double[] MENCompute = new double[]{1.010, -0.060}; //{1.010, -0.060}; for C1

    protected static final double[] WITbonus = new double[MAX_STAT_VALUE];
    protected static final double[] MENbonus = new double[MAX_STAT_VALUE];
    protected static final double[] INTbonus = new double[MAX_STAT_VALUE];
    protected static final double[] STRbonus = new double[MAX_STAT_VALUE];
    protected static final double[] DEXbonus = new double[MAX_STAT_VALUE];
    protected static final double[] CONbonus = new double[MAX_STAT_VALUE];

    // These values are 100% matching retail tables, no need to change and no need add
    // calculation into the stat bonus when accessing (not efficient),
    // better to have everything precalculated and use values directly (saves CPU)
    static
    {
        for (int i=0; i < STRbonus.length; i++)
            STRbonus[i] = Math.floor(Math.pow(STRCompute[0], i - STRCompute[1]) *100 +.5d) /100;
        for (int i=0; i < INTbonus.length; i++)
            INTbonus[i] = Math.floor(Math.pow(INTCompute[0], i - INTCompute[1]) *100 +.5d) /100;
        for (int i=0; i < DEXbonus.length; i++)
            DEXbonus[i] = Math.floor(Math.pow(DEXCompute[0], i - DEXCompute[1]) *100 +.5d) /100;
        for (int i=0; i < WITbonus.length; i++)
            WITbonus[i] = Math.floor(Math.pow(WITCompute[0], i - WITCompute[1]) *100 +.5d) /100;
        for (int i=0; i < CONbonus.length; i++)
            CONbonus[i] = Math.floor(Math.pow(CONCompute[0], i - CONCompute[1]) *100 +.5d) /100;
        for (int i=0; i < MENbonus.length; i++)
            MENbonus[i] = Math.floor(Math.pow(MENCompute[0], i - MENCompute[1]) *100 +.5d) /100;
    }

	static class FuncAddLevel3 extends Func
	{
		static final FuncAddLevel3[] _instancies = new FuncAddLevel3[Stats.NUM_STATS];

		static Func getInstance(Stats stat)
		{
			int pos = stat.ordinal();
			if (_instancies[pos] == null) _instancies[pos] = new FuncAddLevel3(stat);
			return _instancies[pos];
		}

		private FuncAddLevel3(Stats pStat)
		{
			super(pStat, 0x10, null);
		}

		@Override
		public void calc(Env env)
		{
			env.value += env.player.getLevel() / 3.0;
		}
	}

	static class FuncMultLevelMod extends Func
	{
		static final FuncMultLevelMod[] _instancies = new FuncMultLevelMod[Stats.NUM_STATS];

		static Func getInstance(Stats stat)
		{
			int pos = stat.ordinal();
			if (_instancies[pos] == null) _instancies[pos] = new FuncMultLevelMod(stat);
			return _instancies[pos];
		}

		private FuncMultLevelMod(Stats pStat)
		{
			super(pStat, 0x20, null);
		}

		@Override
		public void calc(Env env)
		{
			env.value *= env.player.getLevelMod();
		}
	}

	static class FuncMultRegenResting extends Func
	{
		static final FuncMultRegenResting[] _instancies = new FuncMultRegenResting[Stats.NUM_STATS];

		/**
		 * Return the Func object corresponding to the state concerned.<BR><BR>
		 */
		static Func getInstance(Stats stat)
		{
			int pos = stat.ordinal();

			if (_instancies[pos] == null) _instancies[pos] = new FuncMultRegenResting(stat);

			return _instancies[pos];
		}

		/**
		 * Constructor of the FuncMultRegenResting.<BR><BR>
		 */
		private FuncMultRegenResting(Stats pStat)
		{
			super(pStat, 0x20, null);
			setCondition(new ConditionPlayerState(PlayerState.RESTING, true));
		}

		/**
		 * Calculate the modifier of the state concerned.<BR><BR>
		 */
		@Override
		public void calc(Env env)
		{
			if (!cond.test(env)) return;

			env.value *= 1.45;
		}
	}

	static class FuncPAtkMod extends Func
	{
		static final FuncPAtkMod _fpa_instance = new FuncPAtkMod();

		static Func getInstance()
		{
			return _fpa_instance;
		}

		private FuncPAtkMod()
		{
			super(Stats.POWER_ATTACK, 0x30, null);
		}

		@Override
		public void calc(Env env)
		{
			env.value *= STRbonus[env.player.getSTR()] * env.player.getLevelMod();
		}
	}

	static class FuncMAtkMod extends Func
	{
		static final FuncMAtkMod _fma_instance = new FuncMAtkMod();

		static Func getInstance()
		{
			return _fma_instance;
		}

		private FuncMAtkMod()
		{
			super(Stats.MAGIC_ATTACK, 0x20, null);
		}

		@Override
		public void calc(Env env)
		{
			double intb = INTbonus[env.player.getINT()];
			double lvlb = env.player.getLevelMod();
			env.value *= (lvlb * lvlb) * (intb * intb);
		}
	}

	static class FuncMDefMod extends Func
	{
		static final FuncMDefMod _fmm_instance = new FuncMDefMod();

		static Func getInstance()
		{
			return _fmm_instance;
		}

		private FuncMDefMod()
		{
			super(Stats.MAGIC_DEFENCE, 0x20, null);
		}

		@Override
		public void calc(Env env)
		{
            if (env.player instanceof L2PcInstance)
            {
    			L2PcInstance p = (L2PcInstance) env.player;
    			if (p.getInventory().getPaperdollItem(Inventory.PAPERDOLL_LFINGER) != null) env.value -= 5;
    			if (p.getInventory().getPaperdollItem(Inventory.PAPERDOLL_RFINGER) != null) env.value -= 5;
    			if (p.getInventory().getPaperdollItem(Inventory.PAPERDOLL_LEAR) != null) env.value -= 9;
    			if (p.getInventory().getPaperdollItem(Inventory.PAPERDOLL_REAR) != null) env.value -= 9;
    			if (p.getInventory().getPaperdollItem(Inventory.PAPERDOLL_NECK) != null) env.value -= 13;
            }
			env.value *= MENbonus[env.player.getMEN()] * env.player.getLevelMod();
		}
	}

	static class FuncPDefMod extends Func
	{
		static final FuncPDefMod _fmm_instance = new FuncPDefMod();

		static Func getInstance()
		{
			return _fmm_instance;
		}

		private FuncPDefMod()
		{
			super(Stats.POWER_DEFENCE, 0x20, null);
		}

		@Override
		public void calc(Env env)
		{
			if (env.player instanceof L2PcInstance)
            {
                L2PcInstance p = (L2PcInstance) env.player;
                boolean hasMagePDef = (p.getClassId().isMage() || p.getClassId().getId() == 0x31); // orc mystics are a special case
    			if (p.getInventory().getPaperdollItem(Inventory.PAPERDOLL_HEAD) != null) env.value -= 12;
    			if (p.getInventory().getPaperdollItem(Inventory.PAPERDOLL_CHEST) != null)
    				env.value -= hasMagePDef ? 15 : 31;
    			if (p.getInventory().getPaperdollItem(Inventory.PAPERDOLL_LEGS) != null)
    				env.value -= hasMagePDef ? 8 : 18;
    			if (p.getInventory().getPaperdollItem(Inventory.PAPERDOLL_GLOVES) != null) env.value -= 8;
    			if (p.getInventory().getPaperdollItem(Inventory.PAPERDOLL_FEET) != null) env.value -= 7;
            }
			env.value *= env.player.getLevelMod();
		}
	}

	static class FuncGatesPDefMod extends Func
	{
		static final FuncGatesPDefMod _fmm_instance = new FuncGatesPDefMod();

		static Func getInstance()
		{
			return _fmm_instance;
		}

		private FuncGatesPDefMod()
		{
			super(Stats.POWER_DEFENCE, 0x20, null);
		}

		@Override
		public void calc(Env env)
		{
			if (SevenSigns.getInstance().getSealOwner(SevenSigns.SEAL_STRIFE) == SevenSigns.CABAL_DAWN)
				env.value *= Config.ALT_SIEGE_DAWN_GATES_PDEF_MULT; 
			else if (SevenSigns.getInstance().getSealOwner(SevenSigns.SEAL_STRIFE) == SevenSigns.CABAL_DUSK)
				env.value *= Config.ALT_SIEGE_DUSK_GATES_PDEF_MULT;
		}
	}
	
	static class FuncGatesMDefMod extends Func
	{
		static final FuncGatesMDefMod _fmm_instance = new FuncGatesMDefMod();

		static Func getInstance()
		{
			return _fmm_instance;
		}

		private FuncGatesMDefMod()
		{
			super(Stats.MAGIC_DEFENCE, 0x20, null);
		}

		@Override
		public void calc(Env env)
		{
			if (SevenSigns.getInstance().getSealOwner(SevenSigns.SEAL_STRIFE) == SevenSigns.CABAL_DAWN)
				env.value *= Config.ALT_SIEGE_DAWN_GATES_MDEF_MULT;
			else if (SevenSigns.getInstance().getSealOwner(SevenSigns.SEAL_STRIFE) == SevenSigns.CABAL_DUSK)
				env.value *= Config.ALT_SIEGE_DUSK_GATES_MDEF_MULT;
		}
	}

	static class FuncBowAtkRange extends Func
	{
		private static final FuncBowAtkRange _fbar_instance = new FuncBowAtkRange();

		static Func getInstance()
		{
			return _fbar_instance;
		}

		private FuncBowAtkRange()
		{
			super(Stats.POWER_ATTACK_RANGE, 0x10, null);
			setCondition(new ConditionUsingItemType(L2WeaponType.BOW.mask()));
		}

		@Override
		public void calc(Env env)
		{
			if (!cond.test(env)) 
                return;
            // default is 40 and with bow should be 500
			env.value += 460;
		}
	}
    
    static class FuncCrossBowAtkRange extends Func
    {
        private static final FuncCrossBowAtkRange _fcb_instance = new FuncCrossBowAtkRange();

        static Func getInstance()
        {
            return _fcb_instance;
        }

        private FuncCrossBowAtkRange()
        {
            super(Stats.POWER_ATTACK_RANGE, 0x10, null);
            setCondition(new ConditionUsingItemType(L2WeaponType.CROSSBOW.mask()));
        }

        @Override
        public void calc(Env env)
        {
            if (!cond.test(env)) 
                return;
            // default is 40 and with crossbow should be 400
            env.value += 360;
        }
    }

	static class FuncAtkAccuracy extends Func
	{
		static final FuncAtkAccuracy _faa_instance = new FuncAtkAccuracy();

		static Func getInstance()
		{
			return _faa_instance;
		}

		private FuncAtkAccuracy()
		{
			super(Stats.ACCURACY_COMBAT, 0x10, null);
		}

		@Override
		public void calc(Env env)
		{
			L2Character p = env.player;
			//[Square(DEX)]*6 + lvl + weapon hitbonus;
			env.value += Math.sqrt(p.getDEX()) * 6;
			env.value += p.getLevel();
			if (p.getLevel() > 77) env.value += (p.getLevel() - 77);
			if (p.getLevel() > 69) env.value += (p.getLevel() - 69);
			if( p instanceof L2Summon) env.value += (p.getLevel() < 60) ? 4 : 5;
		}
	}

	static class FuncAtkEvasion extends Func
	{
		static final FuncAtkEvasion _fae_instance = new FuncAtkEvasion();

		static Func getInstance()
		{
			return _fae_instance;
		}

		private FuncAtkEvasion()
		{
			super(Stats.EVASION_RATE, 0x10, null);
		}

		@Override
		public void calc(Env env)
		{
			L2Character p = env.player;
			//[Square(DEX)]*6 + lvl;
			env.value += Math.sqrt(p.getDEX()) * 6;
			env.value += p.getLevel();
			if (p.getLevel() > 77) env.value += (p.getLevel() - 77);
			if (p.getLevel() > 69) env.value += (p.getLevel() - 69);
		}
	}

	static class FuncAtkCritical extends Func
	{
		static final FuncAtkCritical _fac_instance = new FuncAtkCritical();

		static Func getInstance()
		{
			return _fac_instance;
		}

		private FuncAtkCritical()
		{
			super(Stats.CRITICAL_RATE, 0x09, null);
		}

		@Override
		public void calc(Env env)
		{
			L2Character p = env.player;
			if( p instanceof L2Summon) env.value = 40;
			else if (p instanceof L2PcInstance && p.getActiveWeaponInstance() == null) env.value = 40;
			else
			{
				env.value *= DEXbonus[p.getDEX()];
				env.value *= 10;

			}
			env.baseValue = env.value;
		}
	}
	
	static class FuncMAtkCritical extends Func
	{
		static final FuncMAtkCritical _fac_instance = new FuncMAtkCritical();

		static Func getInstance()
		{
			return _fac_instance;
		}

		private FuncMAtkCritical()
		{
			super(Stats.MCRITICAL_RATE, 0x30, null);
		}

		@Override
        public void calc(Env env)
		{
			L2Character p = env.player;
			if (p instanceof L2PcInstance && p.getActiveWeaponInstance() != null)
				env.value *= WITbonus[p.getWIT()];
		}
	}

	static class FuncMoveSpeed extends Func
	{
		static final FuncMoveSpeed _fms_instance = new FuncMoveSpeed();

		static Func getInstance()
		{
			return _fms_instance;
		}

		private FuncMoveSpeed()
		{
			super(Stats.RUN_SPEED, 0x30, null);
		}

		@Override
		public void calc(Env env)
		{
			L2PcInstance p = (L2PcInstance) env.player;
			env.value *= DEXbonus[p.getDEX()];
		}
	}

	static class FuncPAtkSpeed extends Func
	{
		static final FuncPAtkSpeed _fas_instance = new FuncPAtkSpeed();

		static Func getInstance()
		{
			return _fas_instance;
		}

		private FuncPAtkSpeed()
		{
			super(Stats.POWER_ATTACK_SPEED, 0x20, null);
		}

		@Override
		public void calc(Env env)
		{
			L2PcInstance p = (L2PcInstance) env.player;
			env.value *= DEXbonus[p.getDEX()];
		}
	}

	static class FuncMAtkSpeed extends Func
	{
		static final FuncMAtkSpeed _fas_instance = new FuncMAtkSpeed();

		static Func getInstance()
		{
			return _fas_instance;
		}

		private FuncMAtkSpeed()
		{
			super(Stats.MAGIC_ATTACK_SPEED, 0x20, null);
		}

		@Override
		public void calc(Env env)
		{
			L2PcInstance p = (L2PcInstance) env.player;
			env.value *= WITbonus[p.getWIT()];
		}
	}

	static class FuncHennaSTR extends Func
	{
		static final FuncHennaSTR _fh_instance = new FuncHennaSTR();

		static Func getInstance()
		{
			return _fh_instance;
		}

		private FuncHennaSTR()
		{
			super(Stats.STAT_STR, 0x10, null);
		}

		@Override
		public void calc(Env env)
		{
			//			L2PcTemplate t = (L2PcTemplate)env._player.getTemplate();
			L2PcInstance pc = (L2PcInstance) env.player;
			if (pc != null) env.value += pc.getHennaStatSTR();
		}
	}

	static class FuncHennaDEX extends Func
	{
		static final FuncHennaDEX _fh_instance = new FuncHennaDEX();

		static Func getInstance()
		{
			return _fh_instance;
		}

		private FuncHennaDEX()
		{
			super(Stats.STAT_DEX, 0x10, null);
		}

		@Override
		public void calc(Env env)
		{
			//			L2PcTemplate t = (L2PcTemplate)env._player.getTemplate();
			L2PcInstance pc = (L2PcInstance) env.player;
			if (pc != null) env.value += pc.getHennaStatDEX();
		}
	}

	static class FuncHennaINT extends Func
	{
		static final FuncHennaINT _fh_instance = new FuncHennaINT();

		static Func getInstance()
		{
			return _fh_instance;
		}

		private FuncHennaINT()
		{
			super(Stats.STAT_INT, 0x10, null);
		}

		@Override
		public void calc(Env env)
		{
			//			L2PcTemplate t = (L2PcTemplate)env._player.getTemplate();
			L2PcInstance pc = (L2PcInstance) env.player;
			if (pc != null) env.value += pc.getHennaStatINT();
		}
	}

	static class FuncHennaMEN extends Func
	{
		static final FuncHennaMEN _fh_instance = new FuncHennaMEN();

		static Func getInstance()
		{
			return _fh_instance;
		}

		private FuncHennaMEN()
		{
			super(Stats.STAT_MEN, 0x10, null);
		}

		@Override
		public void calc(Env env)
		{
			//			L2PcTemplate t = (L2PcTemplate)env._player.getTemplate();
			L2PcInstance pc = (L2PcInstance) env.player;
			if (pc != null) env.value += pc.getHennaStatMEN();
		}
	}

	static class FuncHennaCON extends Func
	{
		static final FuncHennaCON _fh_instance = new FuncHennaCON();

		static Func getInstance()
		{
			return _fh_instance;
		}

		private FuncHennaCON()
		{
			super(Stats.STAT_CON, 0x10, null);
		}

		@Override
		public void calc(Env env)
		{
			//			L2PcTemplate t = (L2PcTemplate)env._player.getTemplate();
			L2PcInstance pc = (L2PcInstance) env.player;
			if (pc != null) env.value += pc.getHennaStatCON();
		}
	}

	static class FuncHennaWIT extends Func
	{
		static final FuncHennaWIT _fh_instance = new FuncHennaWIT();

		static Func getInstance()
		{
			return _fh_instance;
		}

		private FuncHennaWIT()
		{
			super(Stats.STAT_WIT, 0x10, null);
		}

		@Override
		public void calc(Env env)
		{
			//			L2PcTemplate t = (L2PcTemplate)env._player.getTemplate();
			L2PcInstance pc = (L2PcInstance) env.player;
			if (pc != null) env.value += pc.getHennaStatWIT();
		}
	}

	static class FuncMaxHpAdd extends Func
	{
		static final FuncMaxHpAdd _fmha_instance = new FuncMaxHpAdd();

		static Func getInstance()
		{
			return _fmha_instance;
		}

		private FuncMaxHpAdd()
		{
			super(Stats.MAX_HP, 0x10, null);
		}

		@Override
		public void calc(Env env)
		{
			L2PcTemplate t = (L2PcTemplate) env.player.getTemplate();
			int lvl = env.player.getLevel() - t.classBaseLevel;
			double hpmod = t.lvlHpMod * lvl;
			double hpmax = (t.lvlHpAdd + hpmod) * lvl;
			double hpmin = (t.lvlHpAdd * lvl) + hpmod;
			env.value += (hpmax + hpmin) / 2;
		}
	}

	static class FuncMaxHpMul extends Func
	{
		static final FuncMaxHpMul _fmhm_instance = new FuncMaxHpMul();

		static Func getInstance()
		{
			return _fmhm_instance;
		}

		private FuncMaxHpMul()
		{
			super(Stats.MAX_HP, 0x20, null);
		}

		@Override
		public void calc(Env env)
		{
			L2PcInstance p = (L2PcInstance) env.player;
			env.value *= CONbonus[p.getCON()];
		}
	}

	static class FuncMaxCpAdd extends Func
	{
		static final FuncMaxCpAdd _fmca_instance = new FuncMaxCpAdd();

		static Func getInstance()
		{
			return _fmca_instance;
		}

		private FuncMaxCpAdd()
		{
			super(Stats.MAX_CP, 0x10, null);
		}

		@Override
		public void calc(Env env)
		{
			L2PcTemplate t = (L2PcTemplate) env.player.getTemplate();
			int lvl = env.player.getLevel() - t.classBaseLevel;
			double cpmod = t.lvlCpMod * lvl;
			double cpmax = (t.lvlCpAdd + cpmod) * lvl;
			double cpmin = (t.lvlCpAdd * lvl) + cpmod;
			env.value += (cpmax + cpmin) / 2;
		}
	}

	static class FuncMaxCpMul extends Func
	{
		static final FuncMaxCpMul _fmcm_instance = new FuncMaxCpMul();

		static Func getInstance()
		{
			return _fmcm_instance;
		}

		private FuncMaxCpMul()
		{
			super(Stats.MAX_CP, 0x20, null);
		}

		@Override
		public void calc(Env env)
		{
			L2PcInstance p = (L2PcInstance) env.player;
			env.value *= CONbonus[p.getCON()];
		}
	}

	static class FuncMaxMpAdd extends Func
	{
		static final FuncMaxMpAdd _fmma_instance = new FuncMaxMpAdd();

		static Func getInstance()
		{
			return _fmma_instance;
		}

		private FuncMaxMpAdd()
		{
			super(Stats.MAX_MP, 0x10, null);
		}

		@Override
		public void calc(Env env)
		{
			L2PcTemplate t = (L2PcTemplate) env.player.getTemplate();
			int lvl = env.player.getLevel() - t.classBaseLevel;
			double mpmod = t.lvlMpMod * lvl;
			double mpmax = (t.lvlMpAdd + mpmod) * lvl;
			double mpmin = (t.lvlMpAdd * lvl) + mpmod;
			env.value += (mpmax + mpmin) / 2;
		}
	}

	static class FuncMaxMpMul extends Func
	{
		static final FuncMaxMpMul _fmmm_instance = new FuncMaxMpMul();

		static Func getInstance()
		{
			return _fmmm_instance;
		}

		private FuncMaxMpMul()
		{
			super(Stats.MAX_MP, 0x20, null);
		}

		@Override
		public void calc(Env env)
		{
			L2PcInstance p = (L2PcInstance) env.player;
			env.value *= MENbonus[p.getMEN()];
		}
	}

	/**
	 * Return the period between 2 regenerations task (3s for L2Character, 5 min for L2DoorInstance).<BR><BR>
	 */
	public static int getRegeneratePeriod(L2Character cha)
	{
		if (cha instanceof L2DoorInstance) return HP_REGENERATE_PERIOD * 100; // 5 mins

		return HP_REGENERATE_PERIOD; // 3s
	}

	/**
	 * Return the standard NPC Calculator set containing ACCURACY_COMBAT and EVASION_RATE.<BR><BR>
	 *
	 * <B><U> Concept</U> :</B><BR><BR>
	 * A calculator is created to manage and dynamically calculate the effect of a character property (ex : MAX_HP, REGENERATE_HP_RATE...).
	 * In fact, each calculator is a table of Func object in which each Func represents a mathematic function : <BR><BR>
	 *
	 * FuncAtkAccuracy -> Math.sqrt(_player.getDEX())*6+_player.getLevel()<BR><BR>
	 *
	 * To reduce cache memory use, L2NPCInstances who don't have skills share the same Calculator set called <B>NPC_STD_CALCULATOR</B>.<BR><BR>
	 *
	 */
	public static Calculator[] getStdNPCCalculators()
	{
		Calculator[] std = new Calculator[Stats.NUM_STATS];

		// Add the FuncAtkAccuracy to the Standard Calculator of ACCURACY_COMBAT
		std[Stats.ACCURACY_COMBAT.ordinal()] = new Calculator();
		std[Stats.ACCURACY_COMBAT.ordinal()].addFunc(FuncAtkAccuracy.getInstance());

		// Add the FuncAtkEvasion to the Standard Calculator of EVASION_RATE
		std[Stats.EVASION_RATE.ordinal()] = new Calculator();
		std[Stats.EVASION_RATE.ordinal()].addFunc(FuncAtkEvasion.getInstance());

		return std;
	}

	public static Calculator[] getStdDoorCalculators()
	{
		Calculator[] std = new Calculator[Stats.NUM_STATS];

		// Add the FuncAtkAccuracy to the Standard Calculator of ACCURACY_COMBAT
		std[Stats.ACCURACY_COMBAT.ordinal()] = new Calculator();
		std[Stats.ACCURACY_COMBAT.ordinal()].addFunc(FuncAtkAccuracy.getInstance());

		// Add the FuncAtkEvasion to the Standard Calculator of EVASION_RATE
		std[Stats.EVASION_RATE.ordinal()] = new Calculator();
		std[Stats.EVASION_RATE.ordinal()].addFunc(FuncAtkEvasion.getInstance());
		
		//SevenSigns PDEF Modifier
		std[Stats.POWER_DEFENCE.ordinal()].addFunc(FuncGatesPDefMod.getInstance());
		
		//SevenSigns MDEF Modifier
		std[Stats.MAGIC_DEFENCE.ordinal()].addFunc(FuncGatesMDefMod.getInstance());		
		
		return std;
	}	

	/**
	 * Add basics Func objects to L2PcInstance and L2Summon.<BR><BR>
	 *
	 * <B><U> Concept</U> :</B><BR><BR>
	 * A calculator is created to manage and dynamically calculate the effect of a character property (ex : MAX_HP, REGENERATE_HP_RATE...).
	 * In fact, each calculator is a table of Func object in which each Func represents a mathematic function : <BR><BR>
	 *
	 * FuncAtkAccuracy -> Math.sqrt(_player.getDEX())*6+_player.getLevel()<BR><BR>
	 *
	 * @param cha L2PcInstance or L2Summon that must obtain basic Func objects
	 */
	public static void addFuncsToNewCharacter(L2Character cha)
	{
		if (cha instanceof L2PcInstance)
		{
			cha.addStatFunc(FuncMaxHpAdd.getInstance());
			cha.addStatFunc(FuncMaxHpMul.getInstance());
			cha.addStatFunc(FuncMaxCpAdd.getInstance());
			cha.addStatFunc(FuncMaxCpMul.getInstance());
			cha.addStatFunc(FuncMaxMpAdd.getInstance());
			cha.addStatFunc(FuncMaxMpMul.getInstance());
			//cha.addStatFunc(FuncMultRegenResting.getInstance(Stats.REGENERATE_HP_RATE));
			//cha.addStatFunc(FuncMultRegenResting.getInstance(Stats.REGENERATE_CP_RATE));
			//cha.addStatFunc(FuncMultRegenResting.getInstance(Stats.REGENERATE_MP_RATE));
			cha.addStatFunc(FuncBowAtkRange.getInstance());
            cha.addStatFunc(FuncCrossBowAtkRange.getInstance());
			//cha.addStatFunc(FuncMultLevelMod.getInstance(Stats.POWER_ATTACK));
			//cha.addStatFunc(FuncMultLevelMod.getInstance(Stats.POWER_DEFENCE));
			//cha.addStatFunc(FuncMultLevelMod.getInstance(Stats.MAGIC_DEFENCE));
			cha.addStatFunc(FuncPAtkMod.getInstance());
			cha.addStatFunc(FuncMAtkMod.getInstance());
            cha.addStatFunc(FuncPDefMod.getInstance());
			cha.addStatFunc(FuncMDefMod.getInstance());
			cha.addStatFunc(FuncAtkCritical.getInstance());
			cha.addStatFunc(FuncMAtkCritical.getInstance());
			cha.addStatFunc(FuncAtkAccuracy.getInstance());
			cha.addStatFunc(FuncAtkEvasion.getInstance());
			cha.addStatFunc(FuncPAtkSpeed.getInstance());
			cha.addStatFunc(FuncMAtkSpeed.getInstance());
			cha.addStatFunc(FuncMoveSpeed.getInstance());

			cha.addStatFunc(FuncHennaSTR.getInstance());
			cha.addStatFunc(FuncHennaDEX.getInstance());
			cha.addStatFunc(FuncHennaINT.getInstance());
			cha.addStatFunc(FuncHennaMEN.getInstance());
			cha.addStatFunc(FuncHennaCON.getInstance());
			cha.addStatFunc(FuncHennaWIT.getInstance());
		}
        else if (cha instanceof L2PetInstance)
        {
            cha.addStatFunc(FuncPAtkMod.getInstance());
            cha.addStatFunc(FuncMAtkMod.getInstance());
            cha.addStatFunc(FuncPDefMod.getInstance());
            cha.addStatFunc(FuncMDefMod.getInstance());
        }
		else if (cha instanceof L2Summon)
		{
			//cha.addStatFunc(FuncMultRegenResting.getInstance(Stats.REGENERATE_HP_RATE));
			//cha.addStatFunc(FuncMultRegenResting.getInstance(Stats.REGENERATE_MP_RATE));
			cha.addStatFunc(FuncAtkCritical.getInstance());
			cha.addStatFunc(FuncMAtkCritical.getInstance());
			cha.addStatFunc(FuncAtkAccuracy.getInstance());
			cha.addStatFunc(FuncAtkEvasion.getInstance());
		}
	}

	/**
	 * Calculate the HP regen rate (base + modifiers).<BR><BR>
	 */
	public static final double calcHpRegen(L2Character cha)
	{
        double init = cha.getTemplate().baseHpReg;
		double hpRegenMultiplier = cha.isRaid() ? Config.RAID_HP_REGEN_MULTIPLIER : Config.HP_REGEN_MULTIPLIER;
		double hpRegenBonus = 0;

		if (Config.L2JMOD_CHAMPION_ENABLE && cha.isChampion())
			hpRegenMultiplier *= Config.L2JMOD_CHAMPION_HP_REGEN;
		
	 	if (cha instanceof L2PetInstance) 
	 		hpRegenMultiplier = Config.PET_HP_REGEN_MULTIPLIER; 

		if (cha instanceof L2PcInstance)
		{
            L2PcInstance player = (L2PcInstance) cha;

            // Calculate correct baseHpReg value for certain level of PC
            init += (player.getLevel() > 10) ? ((player.getLevel()-1)/10.0) : 0.5;

            // SevenSigns Festival modifier
			if (SevenSignsFestival.getInstance().isFestivalInProgress() && player.isFestivalParticipant())
                hpRegenMultiplier *= calcFestivalRegenModifier(player);
			else
			{
				double siegeModifier = calcSiegeRegenModifer(player);
				if (siegeModifier > 0) hpRegenMultiplier *= siegeModifier;
			}

            if (player.isInsideZone(L2Character.ZONE_CLANHALL) && player.getClan() != null)
            {
            	int clanHallIndex = player.getClan().getHasHideout();
            	if (clanHallIndex > 0)
            	{
            		ClanHall clansHall = ClanHallManager.getInstance().getClanHallById(clanHallIndex);
            		if(clansHall != null)
            			if (clansHall.getFunction(ClanHall.FUNC_RESTORE_HP) != null)
            				hpRegenMultiplier *= 1+ (double)clansHall.getFunction(ClanHall.FUNC_RESTORE_HP).getLvl()/100;
            	}
            }

            if (player.isInsideZone(L2Character.ZONE_CASTLE) && player.getClan() != null)
            {
            	int castleIndex = player.getClan().getHasCastle();
            	if (castleIndex > 0)
            	{
            		Castle castle = CastleManager.getInstance().getCastleById(castleIndex);
            		if(castle != null)
            			if (castle.getFunction(Castle.FUNC_RESTORE_HP) != null)
            				hpRegenMultiplier *= 1+ (double)castle.getFunction(Castle.FUNC_RESTORE_HP).getLvl()/100;
            	}
            }
            
            if (player.isInsideZone(L2Character.ZONE_FORT) && player.getClan() != null)
            {
            	int fortIndex = player.getClan().getHasFort();
            	if (fortIndex > 0)
            	{
            		Fort fort = FortManager.getInstance().getFortById(fortIndex);
            		if (fort != null)
            			if (fort.getFunction(Fort.FUNC_RESTORE_HP) != null)
            				hpRegenMultiplier *= 1+ (double)fort.getFunction(Fort.FUNC_RESTORE_HP).getLvl()/100;
            	}
            }

			// Mother Tree effect is calculated at last
			if (player.isInsideZone(L2Character.ZONE_MOTHERTREE)) hpRegenBonus += 2;

            // Calculate Movement bonus
            if (player.isSitting()) hpRegenMultiplier *= 1.5;      // Sitting
            else if (!player.isMoving()) hpRegenMultiplier *= 1.1; // Staying
            else if (player.isRunning()) hpRegenMultiplier *= 0.7; // Running

            // Add CON bonus
            init *= cha.getLevelMod() * CONbonus[cha.getCON()];
		}

        if (init < 1) init = 1;

        return cha.calcStat(Stats.REGENERATE_HP_RATE, init, null, null) * hpRegenMultiplier + hpRegenBonus;
	}

	/**
	 * Calculate the MP regen rate (base + modifiers).<BR><BR>
	 */
	public static final double calcMpRegen(L2Character cha)
	{
        double init = cha.getTemplate().baseMpReg;
        double mpRegenMultiplier = cha.isRaid() ? Config.RAID_MP_REGEN_MULTIPLIER : Config.MP_REGEN_MULTIPLIER;
		double mpRegenBonus = 0;
		
	 	if (cha instanceof L2PetInstance) 
	 		mpRegenMultiplier = Config.PET_MP_REGEN_MULTIPLIER;

		if (cha instanceof L2PcInstance)
		{
			L2PcInstance player = (L2PcInstance) cha;

            // Calculate correct baseMpReg value for certain level of PC
            init += 0.3*((player.getLevel()-1)/10.0);

            // SevenSigns Festival modifier
            if (SevenSignsFestival.getInstance().isFestivalInProgress() && player.isFestivalParticipant())
				mpRegenMultiplier *= calcFestivalRegenModifier(player);

			// Mother Tree effect is calculated at last
			if (player.isInsideZone(L2Character.ZONE_MOTHERTREE)) mpRegenBonus += 1;

            if (player.isInsideZone(L2Character.ZONE_CLANHALL) && player.getClan() != null)
            {
            	int clanHallIndex = player.getClan().getHasHideout();
            	if (clanHallIndex > 0)
            	{
            		ClanHall clansHall = ClanHallManager.getInstance().getClanHallById(clanHallIndex);
            		if(clansHall != null)
            			if (clansHall.getFunction(ClanHall.FUNC_RESTORE_MP) != null)
            				mpRegenMultiplier *= 1+ (double)clansHall.getFunction(ClanHall.FUNC_RESTORE_MP).getLvl()/100;
            	}
            }

            if (player.isInsideZone(L2Character.ZONE_CASTLE) && player.getClan() != null)
            {
            	int castleIndex = player.getClan().getHasCastle();
            	if (castleIndex > 0)
            	{
            		Castle castle = CastleManager.getInstance().getCastleById(castleIndex);
            		if(castle != null)
            			if (castle.getFunction(Castle.FUNC_RESTORE_MP) != null)
            				mpRegenMultiplier *= 1+ (double)castle.getFunction(Castle.FUNC_RESTORE_MP).getLvl()/100;
            	}
            }
            
            if (player.isInsideZone(L2Character.ZONE_FORT) && player.getClan() != null)
            {
            	int fortIndex = player.getClan().getHasFort();
            	if (fortIndex > 0)
            	{
            		Fort fort = FortManager.getInstance().getFortById(fortIndex);
            		if(fort != null)
            			if (fort.getFunction(Fort.FUNC_RESTORE_MP) != null)
            				mpRegenMultiplier *= 1+ (double)fort.getFunction(Fort.FUNC_RESTORE_MP).getLvl()/100;
            	}
            }

			// Calculate Movement bonus
            if (player.isSitting()) mpRegenMultiplier *= 1.5;      // Sitting
            else if (!player.isMoving()) mpRegenMultiplier *= 1.1; // Staying
            else if (player.isRunning()) mpRegenMultiplier *= 0.7; // Running

            // Add MEN bonus
            init *= cha.getLevelMod() * MENbonus[cha.getMEN()];
		}

		if (init < 1) init = 1;

		return cha.calcStat(Stats.REGENERATE_MP_RATE, init, null, null) * mpRegenMultiplier + mpRegenBonus;
	}

	/**
	 * Calculate the CP regen rate (base + modifiers).<BR><BR>
	 */
	public static final double calcCpRegen(L2Character cha)
	{
        double init = cha.getTemplate().baseHpReg;
        double cpRegenMultiplier = Config.CP_REGEN_MULTIPLIER;
        double cpRegenBonus = 0;

        if (cha instanceof L2PcInstance)
        {
	        L2PcInstance player = (L2PcInstance) cha;

	        // Calculate correct baseHpReg value for certain level of PC
	        init += (player.getLevel() > 10) ? ((player.getLevel()-1)/10.0) : 0.5;

	        // Calculate Movement bonus
	        if (player.isSitting()) cpRegenMultiplier *= 1.5;      // Sitting
	        else if (!player.isMoving()) cpRegenMultiplier *= 1.1; // Staying
	        else if (player.isRunning()) cpRegenMultiplier *= 0.7; // Running
        } else
        {
	        // Calculate Movement bonus
        	if (!cha.isMoving()) cpRegenMultiplier *= 1.1; // Staying
	        else if (cha.isRunning()) cpRegenMultiplier *= 0.7; // Running
        }

        // Apply CON bonus
        init *= cha.getLevelMod() * CONbonus[cha.getCON()];
        if (init < 1) init = 1;

        return cha.calcStat(Stats.REGENERATE_CP_RATE, init, null, null) * cpRegenMultiplier + cpRegenBonus;
	}

	@SuppressWarnings("deprecation")
	public static final double calcFestivalRegenModifier(L2PcInstance activeChar)
	{
		final int[] festivalInfo = SevenSignsFestival.getInstance().getFestivalForPlayer(activeChar);
		final int oracle = festivalInfo[0];
		final int festivalId = festivalInfo[1];
		int[] festivalCenter;

		// If the player isn't found in the festival, leave the regen rate as it is.
		if (festivalId < 0) return 0;

		// Retrieve the X and Y coords for the center of the festival arena the player is in.
		if (oracle == SevenSigns.CABAL_DAWN) festivalCenter = SevenSignsFestival.FESTIVAL_DAWN_PLAYER_SPAWNS[festivalId];
		else festivalCenter = SevenSignsFestival.FESTIVAL_DUSK_PLAYER_SPAWNS[festivalId];

		// Check the distance between the player and the player spawn point, in the center of the arena.
		double distToCenter = activeChar.getDistance(festivalCenter[0], festivalCenter[1]);

		if (Config.DEBUG)
			_log.info("Distance: " + distToCenter + ", RegenMulti: " + (distToCenter * 2.5) / 50);

		return 1.0 - (distToCenter * 0.0005); // Maximum Decreased Regen of ~ -65%;
	}

	public static final double calcSiegeRegenModifer(L2PcInstance activeChar)
	{
		if (activeChar == null || activeChar.getClan() == null) return 0;

		Siege siege = SiegeManager.getInstance().getSiege(activeChar.getPosition().getX(),
															activeChar.getPosition().getY(),
															activeChar.getPosition().getZ());
		if (siege == null || !siege.getIsInProgress()) return 0;

		L2SiegeClan siegeClan = siege.getAttackerClan(activeChar.getClan().getClanId());
		if (siegeClan == null || siegeClan.getFlag().isEmpty()
			|| !Util.checkIfInRange(200, activeChar, siegeClan.getFlag().get(0), true)) return 0;

		return 1.5; // If all is true, then modifer will be 50% more
	}
	/** Calculate blow damage based on cAtk */
	public static double calcBlowDamage(L2Character attacker, L2Character target, L2Skill skill, byte shld, boolean ss)
	{
		double power = skill.getPower();
		double damage = attacker.getPAtk(target);
		damage *= calcElemental(attacker, target, skill);
		damage+=calcValakasAttribute(attacker, target, skill);
		double defence = target.getPDef(attacker);
		if(ss)
			damage *= 2.;
		switch(shld)
		{
			case SHIELD_DEFENSE_SUCCEED:
				defence += target.getShldDef();
				break;
			case SHIELD_DEFENSE_PERFECT_BLOCK: // perfect block
				return 1;
		}
		
		if(ss && skill.getSSBoost()>0)
			power *= skill.getSSBoost();

		damage = (attacker.calcStat(Stats.CRITICAL_DAMAGE, (damage+power), target, skill)
				+ (attacker.calcStat(Stats.CRITICAL_DAMAGE_ADD, 0, target, skill) * 6.5))
				* (target.calcStat(Stats.CRIT_VULN, target.getTemplate().baseCritVuln, target, skill));

		// get the natural vulnerability for the template
		if (target instanceof L2Npc)
		{
			damage *= ((L2Npc) target).getTemplate().getVulnerability(Stats.DAGGER_WPN_VULN);
		}
		// get the vulnerability for the instance due to skills (buffs, passives, toggles, etc)
		damage = target.calcStat(Stats.DAGGER_WPN_VULN, damage, target, null);
		damage *= 70. / defence;
		damage += Rnd.get() * attacker.getRandomDamage(target);
		
		// Dmg bonusses in PvP fight
		if((attacker instanceof L2Playable)
				&& (target instanceof L2Playable))
		{
			if(skill == null)
				damage *= attacker.calcStat(Stats.PVP_PHYSICAL_DMG, 1, null, null);
			else
				damage *= attacker.calcStat(Stats.PVP_PHYS_SKILL_DMG, 1, null, null);	
		}
		
		
		
		return damage < 1 ? 1. : damage;
	}
	/** Calculated damage caused by ATTACK of attacker on target,
	 * called separatly for each weapon, if dual-weapon is used.
	 *
	 * @param attacker player or NPC that makes ATTACK
	 * @param target player or NPC, target of ATTACK
	 * @param miss one of ATTACK_XXX constants
	 * @param crit if the ATTACK have critical success
	 * @param dual if dual weapon is used
	 * @param ss if weapon item was charged by soulshot
	 * @return damage points
	 */
	public static final double calcPhysDam(L2Character attacker, L2Character target, L2Skill skill,
									byte shld, boolean crit, boolean dual, boolean ss)
	{
		double damage = attacker.getPAtk(target);
		double defence = target.getPDef(attacker);
		damage *= calcElemental(attacker, target, skill);
		damage+=calcValakasAttribute(attacker, target, skill);
		switch (shld)
		{
			case SHIELD_DEFENSE_SUCCEED:
				if (!Config.ALT_GAME_SHIELD_BLOCKS)
					defence += target.getShldDef();
				break;
			case SHIELD_DEFENSE_PERFECT_BLOCK: // perfect block
				return 1.;
		}
		
		if (ss) damage *= 2;
		if (skill != null)
		{
			double skillpower = skill.getPower(attacker);
			float ssboost = skill.getSSBoost();
			if (ssboost <= 0)
				damage += skillpower;
			else if (ssboost > 0)
			{
				if (ss)
				{
					skillpower *= ssboost;
					damage += skillpower;
				}
				else
					damage += skillpower;
			}
		}

		// defence modifier depending of the attacker weapon
		L2Weapon weapon = attacker.getActiveWeaponItem();
		Stats stat = null;
		if (weapon != null && !attacker.isTransformed())
		{
			switch (weapon.getItemType())
			{
				case BOW:
					stat = Stats.BOW_WPN_VULN;
					break;
				case CROSSBOW:
					stat = Stats.CROSSBOW_WPN_VULN;
					break;
				case BLUNT:
					stat = Stats.BLUNT_WPN_VULN;
					break;
				case DAGGER:
					stat = Stats.DAGGER_WPN_VULN;
					break;
				case DUAL:
					stat = Stats.DUAL_WPN_VULN;
					break;
				case DUALFIST:
					stat = Stats.DUALFIST_WPN_VULN;
					break;
				case ETC:
					stat = Stats.ETC_WPN_VULN;
					break;
				case FIST:
					stat = Stats.FIST_WPN_VULN;
					break;
				case POLE:
					stat = Stats.POLE_WPN_VULN;
					break;
				case SWORD:
					stat = Stats.SWORD_WPN_VULN;
					break;
				case BIGSWORD:
					stat = Stats.BIGSWORD_WPN_VULN;
					break;
				case BIGBLUNT:
					stat = Stats.BIGBLUNT_WPN_VULN;
					break;
				case DUAL_DAGGER: 
					stat = Stats.DUALDAGGER_WPN_VULN; 
					break; 
				case RAPIER: 
					stat = Stats.RAPIER_WPN_VULN; 
					break; 
				case ANCIENT_SWORD: 
					stat = Stats.ANCIENT_WPN_VULN; 
					break;
			}
		}


		/*if (shld && !Config.ALT_GAME_SHIELD_BLOCKS)
		{
			defence += target.getShldDef();
		}*/
		//if (!(attacker instanceof L2RaidBossInstance) &&
		/*
		if ((attacker instanceof L2NpcInstance || attacker instanceof L2SiegeGuardInstance))
		{
			if (attacker instanceof L2RaidBossInstance) damage *= 1; // was 10 changed for temp fix
			//			else
			//			damage *= 2;
			//			if (attacker instanceof L2NpcInstance || attacker instanceof L2SiegeGuardInstance){
			//damage = damage * attacker.getSTR() * attacker.getAccuracy() * 0.05 / defence;
			//			damage = damage * attacker.getSTR()*  (attacker.getSTR() + attacker.getLevel()) * 0.025 / defence;
			//			damage += _rnd.nextDouble() * damage / 10 ;
		}
		*/
		//		else {
		//if (skill == null)
		
		if (crit)
		{
			//Finally retail like formula 
			damage = 2 * attacker.calcStat(Stats.CRITICAL_DAMAGE, 1, target, skill) * target.calcStat(Stats.CRIT_VULN, target.getTemplate().baseCritVuln, target, null) * (70 * damage / defence);
			//Crit dmg add is almost useless in normal hits... 
			damage += (attacker.calcStat(Stats.CRITICAL_DAMAGE_ADD, 0, target, skill) * 70 / defence);
		}
		else
			damage = 70 * damage / defence;
		
		// In C5 summons make 10 % less dmg in PvP.
		if (attacker instanceof L2Summon && target instanceof L2PcInstance)
			damage *= 0.9;

		if (stat != null)
		{
			// get the vulnerability due to skills (buffs, passives, toggles, etc)
			damage = target.calcStat(stat, damage, target, null);
			if (target instanceof L2Npc)
			{
				// get the natural vulnerability for the template
				damage *= ((L2Npc) target).getTemplate().getVulnerability(stat);
			}
		}

		damage += Rnd.nextDouble() * damage / 10;
		//		damage += _rnd.nextDouble()* attacker.getRandomDamage(target);
		//		}
		if (shld > 0 && Config.ALT_GAME_SHIELD_BLOCKS)
		{
			damage -= target.getShldDef();
			if (damage < 0) damage = 0;
		}
		
		if (target instanceof L2PcInstance && weapon != null && weapon.getItemType() == L2WeaponType.DAGGER && skill != null)
		{
			L2Armor armor = ((L2PcInstance) target).getActiveChestArmorItem();
			if (armor != null)
			{
				if (((L2PcInstance) target).isWearingHeavyArmor())
					damage /= Config.ALT_DAGGER_DMG_VS_HEAVY;
				if (((L2PcInstance) target).isWearingLightArmor())
					damage /= Config.ALT_DAGGER_DMG_VS_LIGHT;
				if (((L2PcInstance) target).isWearingMagicArmor())
					damage /= Config.ALT_DAGGER_DMG_VS_ROBE;
			}
		}
		
		if (target instanceof L2PcInstance && weapon != null && weapon.getItemType() == L2WeaponType.BOW && skill != null)
		{
			L2Armor armor = ((L2PcInstance) target).getActiveChestArmorItem();
			if (armor != null)
			{
				if (((L2PcInstance) target).isWearingHeavyArmor())
					damage /= Config.ALT_BOW_DMG_VS_HEAVY;
				if (((L2PcInstance) target).isWearingLightArmor())
					damage /= Config.ALT_BOW_DMG_VS_LIGHT;
				if (((L2PcInstance) target).isWearingMagicArmor())
					damage /= Config.ALT_BOW_DMG_VS_ROBE;
			}
		}
		
		if (target instanceof L2Npc)
		{
			switch (((L2Npc) target).getTemplate().getRace())
			{
				case BEAST:
					damage *= attacker.getPAtkMonsters(target);
					break;
				case ANIMAL:
					damage *= attacker.getPAtkAnimals(target);
					break;
				case PLANT:
					damage *= attacker.getPAtkPlants(target);
					break;
				case DRAGON:
					damage *= attacker.getPAtkDragons(target);
					break;
				case BUG:
					damage *= attacker.getPAtkInsects(target);
					break;
				case GIANT:
					damage *= attacker.getPAtkGiants(target);
					break;					
				default:
					// nothing
					break;
			}
		}
		
		if (damage > 0 && damage < 1)
		{
			damage = 1;
		}
		else if (damage < 0)
		{
			damage = 0;
		}
		
		// Dmg bonusses in PvP fight
		if((attacker instanceof L2Playable) 
				&& (target instanceof L2Playable))
		{
			if(skill == null)
				damage *= attacker.calcStat(Stats.PVP_PHYSICAL_DMG, 1, null, null);
			else
				damage *= attacker.calcStat(Stats.PVP_PHYS_SKILL_DMG, 1, null, null);	
		}
		
		if (attacker instanceof L2PcInstance)
		{
			if (((L2PcInstance) attacker).getClassId().isMage())
				damage *= Config.ALT_MAGES_PHYSICAL_DAMAGE_MULTI;
			else
				damage *= Config.ALT_FIGHTERS_PHYSICAL_DAMAGE_MULTI;
		}
		else if (attacker instanceof L2Summon)
			damage *= Config.ALT_PETS_PHYSICAL_DAMAGE_MULTI;
		else if (attacker instanceof L2Npc)
			damage *= Config.ALT_NPC_PHYSICAL_DAMAGE_MULTI;
		
		return damage;
	}

	public static final double calcMagicDam(L2Character attacker, L2Character target, L2Skill skill,
										byte shld, boolean ss, boolean bss, boolean mcrit)
	{	
		double mAtk = attacker.getMAtk(target, skill);
		double mDef = target.getMDef(attacker, skill);
		
		switch (shld)
		{
			case SHIELD_DEFENSE_SUCCEED:
				mDef += target.getShldDef(); // kamael
				break;
			case SHIELD_DEFENSE_PERFECT_BLOCK: // perfect block
				return 1;
		}
		
		if (bss) mAtk *= 4;
		else if (ss) mAtk *= 2;

		double damage = 91 * Math.sqrt(mAtk) / mDef * skill.getPower(attacker); 
		damage *= calcElemental(attacker, target, skill); 
		
		// In C5 summons make 10 % less dmg in PvP.
		if(attacker instanceof L2Summon && target instanceof L2PcInstance) damage *= 0.9;
		
		//		if(attacker instanceof L2PcInstance && target instanceof L2PcInstance) damage *= 0.9; // PvP modifier (-10%)

		// Failure calculation
		if (Config.ALT_GAME_MAGICFAILURES && !calcMagicSuccess(attacker, target, skill))
		{
			if (attacker instanceof L2PcInstance)
			{
				if (calcMagicSuccess(attacker, target, skill)
					&& (target.getLevel() - attacker.getLevel()) <= 9)
				{
					if (skill.getSkillType() == L2SkillType.DRAIN)
						attacker.sendPacket(new SystemMessage(SystemMessageId.DRAIN_HALF_SUCCESFUL));
					else
						attacker.sendPacket(new SystemMessage(SystemMessageId.ATTACK_FAILED));

					damage /= 2;
				}
				else
				{
					SystemMessage sm = new SystemMessage(SystemMessageId.C1_RESISTED_YOUR_S2);
					sm.addCharName(target);
					sm.addSkillName(skill);
					attacker.sendPacket(sm);

					damage = 1;
				}
			}

			if (target instanceof L2PcInstance)
			{
				if (skill.getSkillType() == L2SkillType.DRAIN)
				{
					SystemMessage sm = new SystemMessage(SystemMessageId.RESISTED_C1_DRAIN);
					sm.addCharName(attacker);
					target.sendPacket(sm);
				}
				else
				{
					SystemMessage sm = new SystemMessage(SystemMessageId.RESISTED_C1_MAGIC);
					sm.addCharName(attacker);
					target.sendPacket(sm);
				}
			}
		}
		else if (mcrit) damage *= 3;
		damage += Rnd.get() * attacker.getRandomDamage(target);
		// Pvp bonusses for dmg
		if((attacker instanceof L2Playable)
				&& (target instanceof L2Playable))
		{
			if(skill.isMagic())
				damage *= attacker.calcStat(Stats.PVP_MAGICAL_DMG, 1, null, null);
			else
				damage *= attacker.calcStat(Stats.PVP_PHYS_SKILL_DMG, 1, null, null);
		}
		
		if (attacker instanceof L2PcInstance)
		{
			if (((L2PcInstance) attacker).getClassId().isMage())
				damage = damage * Config.ALT_MAGES_MAGICAL_DAMAGE_MULTI;
			else
				damage = damage * Config.ALT_FIGHTERS_MAGICAL_DAMAGE_MULTI;
		}
		else if (attacker instanceof L2Summon)
			damage *= Config.ALT_PETS_MAGICAL_DAMAGE_MULTI;
		else if (attacker instanceof L2Npc)
			damage *= Config.ALT_NPC_MAGICAL_DAMAGE_MULTI;
		
		//random magic damage
		float rnd = Rnd.get(-20,20)/100+1;
		damage *= rnd;
		// CT2.3 general magic vuln
		damage *= target.calcStat(Stats.MAGIC_DAMAGE_VULN, 1, null, null);
		
		return damage;
	}
	
	public static final double calcMagicDam(L2CubicInstance attacker, L2Character target, L2Skill skill, boolean mcrit, byte shld)
	{
		double mAtk = attacker.getMAtk();
		double mDef = target.getMDef(attacker.getOwner(), skill);
		
		switch (shld)
		{
			case SHIELD_DEFENSE_SUCCEED:
				mDef += target.getShldDef(); // kamael
				break;
			case SHIELD_DEFENSE_PERFECT_BLOCK: // perfect block
				return 1;
		}
		
		double damage = 91 * Math.sqrt(mAtk) / mDef * skill.getPower();
		L2PcInstance owner = attacker.getOwner();
		damage *= calcElemental(owner, target, skill);
		// Failure calculation
		if (Config.ALT_GAME_MAGICFAILURES && !calcMagicSuccess(owner, target, skill))
		{			
			if (calcMagicSuccess(owner, target, skill) && (target.getLevel() - skill.getMagicLevel()) <= 9){
				if (skill.getSkillType() == L2SkillType.DRAIN)
					owner.sendPacket(new SystemMessage(SystemMessageId.DRAIN_HALF_SUCCESFUL));
				else
					owner.sendPacket(new SystemMessage(SystemMessageId.ATTACK_FAILED));
	
				damage /= 2;
			}
			else
			{
				SystemMessage sm = new SystemMessage(SystemMessageId.C1_RESISTED_YOUR_S2);
				sm.addCharName(target);
				sm.addSkillName(skill);
				owner.sendPacket(sm);
	
				damage = 1;
			}
		
			if (target instanceof L2PcInstance)
			{
				if (skill.getSkillType() == L2SkillType.DRAIN)
				{
					SystemMessage sm = new SystemMessage(SystemMessageId.RESISTED_C1_DRAIN);
					sm.addCharName(owner);
					target.sendPacket(sm);
				}
				else
				{
					SystemMessage sm = new SystemMessage(SystemMessageId.RESISTED_C1_MAGIC);
					sm.addCharName(owner);
					target.sendPacket(sm);
				}
			}
		}
		else if (mcrit) damage *= 3;
		
		// CT2.3 general magic vuln
		damage *= target.calcStat(Stats.MAGIC_DAMAGE_VULN, 1, null, null);
		
		return damage;
	}

	/** Returns true in case of critical hit */
	public static final boolean calcCrit(double rate, L2Character target)
	{
		final boolean success = rate > Rnd.get(1000);
		
		// support for critical damage evasion
		if (success)
		{
			if (target == null)
				return true; // no effect
			
			return target.getStat().calcStat(Stats.CRIT_DAMAGE_EVASION, 100, null, null) > Rnd.get(100);
		}
		return success;
	}
	/** Calculate value of blow success */
	public static final boolean calcBlow(L2Character activeChar, L2Character target, int chance)
	{
		return activeChar.calcStat(Stats.BLOW_RATE, chance*(1.0+(activeChar.getDEX()-20)/100), target, null)>Rnd.get(100);
	}
	/** Calculate value of lethal chance */
	public static final double calcLethal(L2Character activeChar, L2Character target, int baseLethal, int magiclvl)
	{
		double chance = 0;
		if (magiclvl > 0)
		{
			int delta = ((magiclvl + activeChar.getLevel()) / 2) - 1 - target.getLevel();
			
			// delta [-3,infinite)
			if (delta >= -3)
			{
				chance = (baseLethal * ((double) activeChar.getLevel() / target.getLevel()));
			}
			// delta [-9, -3[
			else if (delta < -3 && delta >= -9)
			{
				//               baseLethal
				// chance = -1 * ----------- 
				//               (delta / 3)
				chance = (-3) * (baseLethal / (delta));
			}
			//delta [-infinite,-9[
			else
			{
				chance = baseLethal / 15;
			}
		}
		else
		{
			chance = (baseLethal * ((double) activeChar.getLevel() / target.getLevel()));
		}
		return 10 * activeChar.calcStat(Stats.LETHAL_RATE, chance, target, null);
	}
    
    public static final boolean calcLethalHit(L2Character activeChar, L2Character target, L2Skill skill)
    {
        if (!target.isRaid()
                && !(target instanceof L2DoorInstance)
                && !(target instanceof L2Npc && ((L2Npc) target).getNpcId() == 35062))
        {
            int chance = Rnd.get(1000);
            
            //activeChar.sendMessage(Double.toString(chance));
            //activeChar.sendMessage(Double.toString(calcLethal(activeChar, target, skill.getLethalChance2(),skill.getMagicLevel())));
            //activeChar.sendMessage(Double.toString(calcLethal(activeChar, target, skill.getLethalChance1(),skill.getMagicLevel())));
            
            // 2nd lethal effect activate (cp,hp to 1 or if target is npc then hp to 1)
            if (skill.getLethalChance2() > 0 && chance < calcLethal(activeChar, target, skill.getLethalChance2(),skill.getMagicLevel()))
            {
                if (target instanceof L2Npc)
                    target.reduceCurrentHp(target.getCurrentHp() - 1, activeChar, skill);
                else if (target instanceof L2PcInstance) // If is a active player set his HP and CP to 1
                {
                    L2PcInstance player = (L2PcInstance) target;
                    if (!player.isInvul())
                    {
                    	if (!(activeChar instanceof L2PcInstance && 
                        	(((L2PcInstance)activeChar).isGM() && !((L2PcInstance)activeChar).getAccessLevel().canGiveDamage())))
                    	{
                    		player.setCurrentHp(1);
                    		player.setCurrentCp(1);
                    		player.sendPacket(new SystemMessage(SystemMessageId.LETHAL_STRIKE_SUCCESSFUL));
                    	}
                    }
                }
                activeChar.sendPacket(new SystemMessage(SystemMessageId.LETHAL_STRIKE));
            }
            else if (skill.getLethalChance1() > 0 && chance < calcLethal(activeChar, target, skill.getLethalChance1(),skill.getMagicLevel()))
            {
                if (target instanceof L2PcInstance)
                {
                    L2PcInstance player = (L2PcInstance) target;
                    if (!player.isInvul())
                    {
                    	if (!(activeChar instanceof L2PcInstance && 
                            	(((L2PcInstance)activeChar).isGM() && !((L2PcInstance)activeChar).getAccessLevel().canGiveDamage())))
                        {
                    		player.setCurrentCp(1); // Set CP to 1
                    		player.sendPacket(new SystemMessage(SystemMessageId.CP_DISAPPEARS_WHEN_HIT_WITH_A_HALF_KILL_SKILL));
                        }
                    }
                }
                else if (target instanceof L2Npc) // If is a monster remove first damage and after 50% of current hp
                    target.reduceCurrentHp(target.getCurrentHp() / 2, activeChar, skill);
                activeChar.sendPacket(new SystemMessage(SystemMessageId.HALF_KILL));
                
            }
            else
                return false;
        }
        else
            return false;
        
        return true;
    }
    
	public static final boolean calcMCrit(double mRate)
	{
		return mRate > Rnd.get(1000);
	}

	/** Returns true in case when ATTACK is canceled due to hit */
	public static final boolean calcAtkBreak(L2Character target, double dmg)
	{
		if (target.getFusionSkill() != null)
			return true;
	    
        double init = 0;

		if (Config.ALT_GAME_CANCEL_CAST && target.isCastingNow()) init = 15;
		if (Config.ALT_GAME_CANCEL_BOW && target.isAttackingNow())
		{
			L2Weapon wpn = target.getActiveWeaponItem();
			if (wpn != null && wpn.getItemType() == L2WeaponType.BOW) init = 15;
		}

		if (target.isRaid() || target.isInvul() || init <= 0) return false; // No attack break

        // Chance of break is higher with higher dmg
        init += Math.sqrt(13*dmg);  

        // Chance is affected by target MEN
        init -= (MENbonus[target.getMEN()] * 100 - 100);

        // Calculate all modifiers for ATTACK_CANCEL
        double rate = target.calcStat(Stats.ATTACK_CANCEL, init, null, null); 

        // Adjust the rate to be between 1 and 99
        if (rate > 99) rate = 99;
        else if (rate < 1) rate = 1;

        return Rnd.get(100) < rate;
	}

	/** Calculate delay (in milliseconds) before next ATTACK */
	public static final int calcPAtkSpd(L2Character attacker, L2Character target, double rate)
	{
		// measured Oct 2006 by Tank6585, formula by Sami
		// attack speed 312 equals 1500 ms delay... (or 300 + 40 ms delay?)
		if(rate < 2) return 2700;
	    else return (int)(470000/rate);
	}

	/** Calculate delay (in milliseconds) for skills cast */
	public static final int calcAtkSpd(L2Character attacker, L2Skill skill, double skillTime)
	{
		if (skill.isMagic()) return (int) (skillTime * 333 / attacker.getMAtkSpd());
		return (int) (skillTime * 333 / attacker.getPAtkSpd());
	}

	/** Returns true if hit missed (target evaded) 
	 *  Formula based on http://l2p.l2wh.com/nonskillattacks.html
	 **/
	public static boolean calcHitMiss(L2Character attacker, L2Character target)
	{
		int delta = attacker.getAccuracy() - target.getEvasionRate(attacker);
		int chance;
		if (delta >= 10) chance = 980;
		else 
		{
			switch (delta)
			{
				case 9: chance = 975; break; 
				case 8: chance = 970; break;
				case 7: chance = 965; break;
				case 6: chance = 960; break;
				case 5: chance = 955; break;
				case 4: chance = 945; break;
				case 3: chance = 935; break;
				case 2: chance = 925; break;
				case 1: chance = 915; break;
				case 0: chance = 905; break;
				case -1: chance = 890; break;
				case -2: chance = 875; break;
				case -3: chance = 860; break;
				case -4: chance = 845; break;
				case -5: chance = 830; break;
				case -6: chance = 815; break;
				case -7: chance = 800; break;
				case -8: chance = 785; break;
				case -9: chance = 770; break;
				case -10: chance = 755; break;
				case -11: chance = 735; break;
				case -12: chance = 715; break;
				case -13: chance = 695; break;
				case -14: chance = 675; break;
				case -15: chance = 655; break;
				case -16: chance = 625; break;
				case -17: chance = 595; break;
				case -18: chance = 565; break;
				case -19: chance = 535; break;
				case -20: chance = 505; break;
				case -21: chance = 455; break;
				case -22: chance = 405; break;
				case -23: chance = 355; break;
				case -24: chance = 305; break;
				default: chance = 275;
			}
			if(!attacker.isInFrontOfTarget())
			{
				if(attacker.isBehindTarget())
					chance *= 1.2;
				else // side
					chance *= 1.1;
				if (chance > 980)
					chance = 980;
			}
		}
		return chance < Rnd.get(1000);
	}

	/**
	 * Returns:<br>
	 * 0 = shield defense doesn't succeed<br>
	 * 1 = shield defense succeed<br>
	 * 2 = perfect block<br>
	 * 
	 * @param attacker
	 * @param target
	 * @param sendSysMsg
	 * @return
	 */
	public static byte calcShldUse(L2Character attacker, L2Character target, L2Skill skill, boolean sendSysMsg)
	{
		if (skill != null && skill.ignoreShield())
			return 0;

		double shldRate = target.calcStat(Stats.SHIELD_RATE, 0, attacker, null)
			* DEXbonus[target.getDEX()];
		if (shldRate == 0.0) return 0;
        int degreeside = (int)target.calcStat(Stats.SHIELD_DEFENCE_ANGLE, 0, null, null) + 120;
        if (degreeside < 360 && (!target.isFacing(attacker, degreeside)))
        {
            return 0;
        }
        
        byte shldSuccess = SHIELD_DEFENSE_FAILED;
        // if attacker 
		// if attacker use bow and target wear shield, shield block rate is multiplied by 1.3 (30%)
        L2Weapon at_weapon = attacker.getActiveWeaponItem();
        if (at_weapon != null && at_weapon.getItemType() == L2WeaponType.BOW)
			shldRate *= 1.3;
        
        if (shldRate > 0 && 100 - Config.ALT_PERFECT_SHLD_BLOCK < Rnd.get(100))
        {
        	shldSuccess = SHIELD_DEFENSE_PERFECT_BLOCK;
        }
        else if (shldRate > Rnd.get(100))
        {
        	shldSuccess = SHIELD_DEFENSE_SUCCEED;
        }
        
        if (sendSysMsg && target instanceof L2PcInstance)
		{
			L2PcInstance enemy = (L2PcInstance)target;
			
			switch (shldSuccess)
			{
				case SHIELD_DEFENSE_SUCCEED:
					enemy.sendPacket(new SystemMessage(SystemMessageId.SHIELD_DEFENCE_SUCCESSFULL));
					break;
				case SHIELD_DEFENSE_PERFECT_BLOCK:
					enemy.sendPacket(new SystemMessage(SystemMessageId.YOUR_EXCELLENT_SHIELD_DEFENSE_WAS_A_SUCCESS));
					break;
			}
		}
        
		return shldSuccess;
	}
	
	public static byte calcShldUse(L2Character attacker, L2Character target, L2Skill skill)
	{
		return calcShldUse(attacker, target, skill, true);
	}

	public static byte calcShldUse(L2Character attacker, L2Character target)
	{
		return calcShldUse(attacker, target, null, true);
	}

	public static boolean calcMagicAffected(L2Character actor, L2Character target, L2Skill skill)
	{
		// TODO: CHECK/FIX THIS FORMULA UP!!
		L2SkillType type = skill.getSkillType();
		double defence = 0;
		if (skill.isActive() && skill.isOffensive() && !skill.isNeutral()) 
			defence = target.getMDef(actor, skill);
		
		double attack = 2 * actor.getMAtk(target, skill) * calcSkillVulnerability(actor, target, skill);
		double d = (attack - defence)/(attack + defence);
		if (target.isRaid())
		{
			switch (type)
			{
				case CONFUSION:
				case MUTE:
				case PARALYZE:
				case ROOT:
				case FEAR:
				case SLEEP:
				case STUN:
				case DEBUFF:
				case AGGDEBUFF:
					if ( d > 0 && Rnd.get(1000) == 1)
						return true;
					else 
						return false;
			}
		}
		
		d += 0.5 * Rnd.nextGaussian();
		return d > 0;
	}

	public static double calcSkillVulnerability(L2Character attacker, L2Character target, L2Skill skill)
	{
		double multiplier = 1;	// initialize...

		// Get the skill type to calculate its effect in function of base stats
		// of the L2Character target
		if (skill != null)
		{
			// first, get the natural template vulnerability values for the target
			Stats stat = skill.getStat();
			if (stat != null)
			{
				switch (stat)
				{
				case AGGRESSION:
					multiplier *= target.getTemplate().baseAggressionVuln;
					break;
				case BLEED:
					multiplier *= target.getTemplate().baseBleedVuln;
					break;
				case POISON:
					multiplier *= target.getTemplate().basePoisonVuln;
					break;
				case STUN:
					multiplier *= target.getTemplate().baseStunVuln;
					break;
				case ROOT:
					multiplier *= target.getTemplate().baseRootVuln;
					break;
				case MOVEMENT:
					multiplier *= target.getTemplate().baseMovementVuln;
					break;
				case CONFUSION:
					multiplier *= target.getTemplate().baseConfusionVuln;
					break;
				case SLEEP:
					multiplier *= target.getTemplate().baseSleepVuln;
					break;
				}
			}
			if (skill.getElement() > 0)
				multiplier *= calcElemental(attacker, target, skill);

			// Finally, calculate skilltype vulnerabilities
			L2SkillType type = skill.getSkillType();
			
			// For additional effects on PDAM and MDAM skills (like STUN, SHOCK, PARALYZE...)
			if (type != null && (type == L2SkillType.PDAM || type == L2SkillType.MDAM))
				type = skill.getEffectType();
			
			multiplier = calcSkillTypeVulnerability(multiplier, target, type);
			
		}
		return multiplier;
	}
	
	public static double calcSkillTypeVulnerability(double multiplier, L2Character target, L2SkillType type)
	{
		if (type != null)
		{
			switch (type)
			{
				case BLEED:
					multiplier = target.calcStat(Stats.BLEED_VULN, multiplier, target, null);
					break;
				case POISON:
					multiplier = target.calcStat(Stats.POISON_VULN, multiplier, target, null);
					break;
				case STUN:
					multiplier = target.calcStat(Stats.STUN_VULN, multiplier, target, null);
					break;
				case PARALYZE:
					multiplier = target.calcStat(Stats.PARALYZE_VULN, multiplier, target, null);
					break;
				case ROOT:
					multiplier = target.calcStat(Stats.ROOT_VULN, multiplier, target, null);
					break;
				case SLEEP:
					multiplier = target.calcStat(Stats.SLEEP_VULN, multiplier, target, null);
					break;
				case MUTE:
				case FEAR:
				case BETRAY:
				case AGGREDUCE_CHAR:
					multiplier = target.calcStat(Stats.DERANGEMENT_VULN, multiplier, target, null);
					break;
				case CONFUSION:
				case CONFUSE_MOB_ONLY:
					multiplier = target.calcStat(Stats.CONFUSION_VULN, multiplier, target, null);
					break;
				case DEBUFF:
				case WEAKNESS:
					multiplier = target.calcStat(Stats.DEBUFF_VULN, multiplier, target, null);
					break;
				case BUFF:
					multiplier = target.calcStat(Stats.BUFF_VULN, multiplier, target, null);
					break;
				default:	
			}
		}
		
		return multiplier;
	}

 
    public static double calcSkillProficiency(L2Skill skill, L2Character attacker, L2Character target)
	{
		double multiplier = 1; // initialize...
		
		if (skill != null)
		{
			// Calculate skilltype vulnerabilities
			L2SkillType type = skill.getSkillType();
			
			// For additional effects on PDAM and MDAM skills (like STUN, SHOCK, PARALYZE...)
			if (type != null && (type == L2SkillType.PDAM || type == L2SkillType.MDAM))
				type = skill.getEffectType();
			
			multiplier = calcSkillTypeProficiency(multiplier, attacker, target, type);
		}
		
		return multiplier;
	}
    
    public static double calcSkillTypeProficiency(double multiplier, L2Character attacker, L2Character target, L2SkillType type)
    {
    	if (type != null)
		{
			switch (type)
			{
				case BLEED:
					multiplier = attacker.calcStat(Stats.BLEED_PROF, multiplier, target, null);
					break;
				case POISON:
					multiplier = attacker.calcStat(Stats.POISON_PROF, multiplier, target, null);
					break;
				case STUN:
					multiplier = attacker.calcStat(Stats.STUN_PROF, multiplier, target, null);
					break;
				case PARALYZE:
					multiplier = attacker.calcStat(Stats.PARALYZE_PROF, multiplier, target, null);
					break;
				case ROOT:
					multiplier = attacker.calcStat(Stats.ROOT_PROF, multiplier, target, null);
					break;
				case SLEEP:
					multiplier = attacker.calcStat(Stats.SLEEP_PROF, multiplier, target, null);
					break;
				case MUTE:
				case FEAR:
				case BETRAY:
				case AGGREDUCE_CHAR:
					multiplier = attacker.calcStat(Stats.DERANGEMENT_PROF, multiplier, target, null);
					break;
				case CONFUSION:
				case CONFUSE_MOB_ONLY:
					multiplier = attacker.calcStat(Stats.CONFUSION_PROF, multiplier, target, null);
					break;
				case DEBUFF:
				case WEAKNESS:
					multiplier = attacker.calcStat(Stats.DEBUFF_PROF, multiplier, target, null);
					break;
				default:

			}
		}
    	
    	return multiplier;
	}
	
	public static double calcSkillStatModifier(L2SkillType type, L2Character target)
	{
		double multiplier = 1;
		if (type == null) return multiplier;
		try 
		{
			switch (type)
			{
				case STUN:
				case BLEED:
				case POISON:
					multiplier = 2 - Math.sqrt(CONbonus[target.getCON()]);
					break;
				case SLEEP:
				case DEBUFF:
				case WEAKNESS:
				case ERASE:
				case ROOT:
				case MUTE:
				case FEAR:
				case BETRAY:
				case CONFUSION:
				case CONFUSE_MOB_ONLY:
				case AGGREDUCE_CHAR:
				case PARALYZE:
					multiplier = 2 - Math.sqrt(MENbonus[target.getMEN()]);
					break;
				default:
					return multiplier;
			}
		} catch (ArrayIndexOutOfBoundsException e)
		{
			_log.warning("Character "+target.getName()+" has been set (by a GM?) a MEN or CON stat value out of accepted range");
		}
		if (multiplier < 0)
			multiplier = 0;
		return multiplier;
	}
	
	public static boolean calcEffectSuccess(L2Character attacker, L2Character target, EffectTemplate effect, L2Skill skill, byte shld, boolean ss, boolean sps, boolean bss)
	{
		if (shld == SHIELD_DEFENSE_PERFECT_BLOCK) // perfect block
			return false;
		
		L2SkillType type = effect.effectType  != null ? effect.effectType : skill.getSkillType();

		int value = (int)effect.effectPower;
		int lvlDepend = skill.getLevelDepend();

		// TODO: Temporary fix for skills with Power = 0 or LevelDepend not set
		if (lvlDepend == 0) lvlDepend = (type == L2SkillType.PARALYZE || type == L2SkillType.FEAR) ? 1 : 2;

		// TODO: Temporary fix for NPC skills with MagicLevel not set
		// int lvlmodifier = (skill.getMagicLevel() - target.getLevel()) * lvlDepend;
		// int lvlmodifier = ((skill.getMagicLevel() > 0 ? skill.getMagicLevel() : attacker.getLevel()) - target.getLevel()) * lvlDepend;
		
		double statmodifier = calcSkillStatModifier(type, target);
		double resmodifier = calcSkillTypeVulnerability(1, target, type);

		int ssmodifier = 100;
		if (bss) ssmodifier = 200;
		else if (sps) ssmodifier = 150;
		else if (ss) ssmodifier = 150;

		// Calculate BaseRate.
		int rate = (int) ((value * statmodifier));// + lvlmodifier));

		// Add Matk/Mdef Bonus
		if (skill.isMagic())
			rate = (int) (rate * Math.pow((double) attacker.getMAtk(target, skill) / (target.getMDef(attacker, skill)+(shld==1 ? target.getShldDef() : 0)), 0.2));

		// Add Bonus for Sps/SS
		if (ssmodifier != 100)
		{
			if (rate > 10000 / (100 + ssmodifier)) rate = 100 - (100 - rate) * 100 / ssmodifier;
			else rate = rate * ssmodifier / 100;
		}

		//lvl modifier.
		if (lvlDepend > 0)
		{
			double delta = 0;
			int attackerLvlmod = attacker.getLevel();
			int targetLvlmod = target.getLevel();
					
			if (attackerLvlmod >= 70)
				attackerLvlmod = ((attackerLvlmod - 69) * 2) + 70;
			if (targetLvlmod >= 70)
				targetLvlmod = ((targetLvlmod - 69) * 2) + 70;
					
			if (skill.getMagicLevel() == 0)
				delta = attackerLvlmod - targetLvlmod;
			else
				delta = ((skill.getMagicLevel() + attackerLvlmod) / 2) - targetLvlmod;
			
			//double delta = ((skill.getMagicLevel() > 0 ? skill.getMagicLevel() : 0)+attacker.getLevel() )/2 - target.getLevel();
			double deltamod = 1;
		
			if (delta + 3 < 0)
			{
				if (delta <= -20)
					deltamod = 0.05;
				else
				{
					deltamod = 1 - ((-1) * (delta / 20));
					if (deltamod >= 1)
						deltamod = 0.05;
				}
			}
			else
				deltamod = 1 + ((delta + 3) / 75); //(double) attacker.getLevel()/target.getLevel();
			
			if (deltamod < 0)
				deltamod *= -1;

			rate *= deltamod;
		}
		
		if (rate > 99) rate = 99;
		else if (rate < 1) rate = 1;

		//Finaly apply resists.
		rate *= resmodifier  * calcSkillTypeProficiency(1, attacker, target, type);

		if (Config.DEVELOPER)
			_log.info(type
				+": "	
				+ skill.getName()
				+ ": "
				+ value
				+ ", "
				+ statmodifier
				+ ", "
				+ resmodifier
				+ ", "
				+ ((int) (Math.pow((double) attacker.getMAtk(target, skill)
					/ target.getMDef(attacker, skill), 0.2) * 100) - 100) + ", " + ssmodifier + " ==> "
				+ rate);
		return (Rnd.get(100) < rate);
	}

	public static boolean calcSkillSuccess(L2Character attacker, L2Character target, L2Skill skill, byte shld, boolean ss, boolean sps, boolean bss)
	{
		if (skill.ignoreResists())
			return (Rnd.get(100) < skill.getPower());

		if (shld == SHIELD_DEFENSE_PERFECT_BLOCK) // perfect block
			return false;
		
		L2SkillType type = skill.getSkillType();

		int value = (int) skill.getPower();
		int lvlDepend = skill.getLevelDepend();

		// TODO: Temporary fix for skills with Power = 0 or LevelDepend not set
		if (value == 0) value = (type == L2SkillType.PARALYZE) ? 50 : (type == L2SkillType.FEAR)? 40 : 80;
		if (lvlDepend == 0) lvlDepend = (type == L2SkillType.PARALYZE || type == L2SkillType.FEAR) ? 1 : 2;

		// TODO: Temporary fix for NPC skills with MagicLevel not set
		// int lvlmodifier = (skill.getMagicLevel() - target.getLevel()) * lvlDepend;
		// int lvlmodifier = ((skill.getMagicLevel() > 0 ? skill.getMagicLevel() : attacker.getLevel()) - target.getLevel()) * lvlDepend;
		
		double statmodifier = calcSkillStatModifier(type, target);
		double resmodifier = calcSkillVulnerability(attacker, target, skill);

		int ssmodifier = 100;
		if (bss) ssmodifier = 200;
		else if (sps) ssmodifier = 150;
		else if (ss) ssmodifier = 150;

		// Calculate BaseRate.
		int rate = (int) ((value * statmodifier));// + lvlmodifier));

		// Add Matk/Mdef Bonus
		if (skill.isMagic())
			rate = (int) (rate * Math.pow((double) attacker.getMAtk(target, skill) / (target.getMDef(attacker, skill)+(shld==1 ? target.getShldDef() : 0)), 0.2));

		// Add Bonus for Sps/SS
		if (ssmodifier != 100)
		{
			if (rate > 10000 / (100 + ssmodifier)) rate = 100 - (100 - rate) * 100 / ssmodifier;
			else rate = rate * ssmodifier / 100;
		}

		//lvl modifier.
		if (lvlDepend > 0)
		{
			double delta = 0;
			int attackerLvlmod = attacker.getLevel();
			int targetLvlmod = target.getLevel();
					
			if (attackerLvlmod >= 70)
				attackerLvlmod = ((attackerLvlmod - 69) * 2) + 70;
			if (targetLvlmod >= 70)
				targetLvlmod = ((targetLvlmod - 69) * 2) + 70;
					
			if (skill.getMagicLevel() == 0)
				delta = attackerLvlmod - targetLvlmod;
			else
				delta = ((skill.getMagicLevel() + attackerLvlmod) / 2) - targetLvlmod;
			
			//double delta = ((skill.getMagicLevel() > 0 ? skill.getMagicLevel() : 0)+attacker.getLevel() )/2 - target.getLevel();
			double deltamod = 1;
		
			if (delta + 3 < 0)
			{
				if (delta <= -20)
					deltamod = 0.05;
				else
				{
					deltamod = 1 - ((-1) * (delta / 20));
					if (deltamod >= 1)
						deltamod = 0.05;
				}
			}
			else
				deltamod = 1 + ((delta + 3) / 75); //(double) attacker.getLevel()/target.getLevel();
			
			if (deltamod < 0)
				deltamod *= -1;

			rate *= deltamod;
		}
		
		if (rate > 99) rate = 99;
		else if (rate < 1) rate = 1;

		//Finaly apply resists.
		rate *= resmodifier  * calcSkillProficiency(skill, attacker, target);

		if (Config.DEVELOPER)
			_log.info(skill.getName()
				+ ": "
				+ value
				+ ", "
				+ statmodifier
				+ ", "
				+ resmodifier
				+ ", "
				+ ((int) (Math.pow((double) attacker.getMAtk(target, skill)
					/ target.getMDef(attacker, skill), 0.2) * 100) - 100) + ", " + ssmodifier + " ==> "
				+ rate);
		return (Rnd.get(100) < rate);
	}
	
	public static boolean calcCubicSkillSuccess(L2CubicInstance attacker, L2Character target, L2Skill skill, byte shld)
	{
		if (shld == SHIELD_DEFENSE_PERFECT_BLOCK) // perfect block
			return false;
		
		L2SkillType type = skill.getSkillType();
		
		// these skills should not work on RaidBoss
		if (target.isRaid())
		{
			switch (type)
			{
				case CONFUSION:
				case ROOT:
				case STUN:
				case MUTE:
				case FEAR:
				case DEBUFF:
				case PARALYZE:
				case SLEEP:
				case AGGDEBUFF:
					return false;
			}
		}
				
		// if target reflect this skill then the effect will fail
		if (calcSkillReflect(target, skill) != SKILL_REFLECT_FAILED)
			return false;
		
		int value = (int) skill.getPower();
		int lvlDepend = skill.getLevelDepend();
		
		// TODO: Temporary fix for skills with Power = 0 or LevelDepend not set
		if (value == 0) value = (type == L2SkillType.PARALYZE) ? 50 : (type == L2SkillType.FEAR) ? 40 : 80;
		if (lvlDepend == 0) lvlDepend = (type == L2SkillType.PARALYZE || type == L2SkillType.FEAR) ? 1 : 2;

		// TODO: Temporary fix for NPC skills with MagicLevel not set
		// int lvlmodifier = (skill.getMagicLevel() - target.getLevel()) * lvlDepend;
		//int lvlmodifier = ((skill.getMagicLevel() > 0 ? skill.getMagicLevel() : attacker.getOwner().getLevel()) - target.getLevel())
		//* lvlDepend;
		double statmodifier = calcSkillStatModifier(type, target);
		double resmodifier = calcSkillVulnerability(attacker.getOwner(), target, skill);
		
		int rate = (int) ((value * statmodifier) * resmodifier);
		if (skill.isMagic())
			rate += (int) (Math.pow((double) attacker.getMAtk() / (target.getMDef(attacker.getOwner(), skill) + (shld == 1 ? target.getShldDef() : 0)), 0.2) * 100) - 100;
		
		//lvl modifier.
		if (lvlDepend > 0)
		{
			double delta = 0;
			int attackerLvlmod = attacker.getOwner().getLevel();
			int targetLvlmod = target.getLevel();
			
			if (attackerLvlmod >= 70)
				attackerLvlmod = ((attackerLvlmod - 69) * 2) + 70;
			if (targetLvlmod >= 70)
				targetLvlmod = ((targetLvlmod - 69) * 2) + 70;
			
			if (skill.getMagicLevel() == 0)
				delta = attackerLvlmod - targetLvlmod;
			else
				delta = ((skill.getMagicLevel() + attackerLvlmod) / 2) - targetLvlmod;
			
			//double delta = ((skill.getMagicLevel() > 0 ? skill.getMagicLevel() : 0)+attacker.getLevel() )/2 - target.getLevel();
			double deltamod = 1;
			
			if (delta + 3 < 0)
			{
				if (delta <= -20)
					deltamod = 0.05;
				else
				{
					deltamod = 1 - ((-1) * (delta / 20));
					if (deltamod >= 1)
						deltamod = 0.05;
				}
			}
			else
				deltamod = 1 + ((delta + 3) / 75); //(double) attacker.getLevel()/target.getLevel();
				
			if (deltamod < 0)
				deltamod *= -1;
			
			rate *= deltamod;
		}
		        
		      
		
		if (rate > 99) 
			rate = 99;
		else 
			if (rate < 1) 
				rate = 1;
		
		if (Config.DEVELOPER)
			_log.info(skill.getName()
				+ ": "
				+ value
				+ ", "
				+ statmodifier
				+ ", "
				+ resmodifier
				+ ", "
				+ ((int) (Math.pow((double) attacker.getMAtk()
					/ target.getMDef(attacker.getOwner(), skill), 0.2) * 100) - 100) + " ==> "
				+ rate);
		return (Rnd.get(100) < rate);
	}

	public static boolean calcMagicSuccess(L2Character attacker, L2Character target, L2Skill skill)
	{
		double lvlDifference = (target.getLevel() - (skill.getMagicLevel() > 0 ? skill.getMagicLevel() : attacker.getLevel()));
		int rate = Math.round((float)(Math.pow(1.3, lvlDifference) * 100));

		return (Rnd.get(10000) > rate);
	}

	public static boolean calculateUnlockChance(L2Skill skill)
	{
		int level = skill.getLevel();
		int chance = 0;
		switch (level)
		{
			case 1:
				chance = 30;
				break;

			case 2:
				chance = 50;
				break;

			case 3:
				chance = 75;
				break;

			case 4:
			case 5:
			case 6:
			case 7:
			case 8:
			case 9:
			case 10:
			case 11:
			case 12:
			case 13:
			case 14:
				chance = 100;
				break;
		}
		if (Rnd.get(120) > chance)		
			return false;
		return true;
	}
	
    public static double calcManaDam(L2Character attacker, L2Character target, L2Skill skill,
			boolean ss, boolean bss)
    {
    	//Mana Burnt = (SQR(M.Atk)*Power*(Target Max MP/97))/M.Def
    	double mAtk = attacker.getMAtk(target, skill);
		double mDef = target.getMDef(attacker, skill);
		double mp = target.getMaxMp();
		if (bss) mAtk *= 4;
		else if (ss) mAtk *= 2;

		double damage = (Math.sqrt(mAtk) * skill.getPower(attacker) * (mp/97)) / mDef;
		damage *= calcSkillVulnerability(attacker, target, skill);		
    	return damage;
    }
    
    public static double calculateSkillResurrectRestorePercent(double baseRestorePercent, int casterWIT)
	{
		double restorePercent = baseRestorePercent;
		double modifier = WITbonus[casterWIT];

		if(restorePercent != 100 && restorePercent != 0) {
						
			restorePercent = baseRestorePercent * modifier;
						
			if(restorePercent - baseRestorePercent > 20.0) 
				restorePercent = baseRestorePercent + 20.0;
		}
				
		if(restorePercent > 100) 
			restorePercent = 100;
		if(restorePercent < baseRestorePercent) 
			restorePercent = baseRestorePercent;
					
		return restorePercent;
	}
    
    public static double getSTRBonus(L2Character activeChar)
    {
    	return STRbonus[activeChar.getSTR()];
    }
    public static boolean calcPhysicalSkillEvasion(L2Character target, L2Skill skill)
    {
    	if (skill.isMagic() && skill.getSkillType() != L2SkillType.BLOW)
    		return false;
    	
    	return Rnd.get(100) < target.calcStat(Stats.P_SKILL_EVASION, 0, null, skill);
    }
    
    public static boolean calcSkillMastery(L2Character actor, L2Skill sk)
    {
    	if (sk.getSkillType() == L2SkillType.FISHING)
    		return false;
    	
    	double val = actor.getStat().calcStat(Stats.SKILL_MASTERY, 0, null, null);
    	
    	if (actor instanceof L2PcInstance && ((L2PcInstance)actor).isMageClass())
    		val *= INTbonus[actor.getINT()];
    	else
    		val*= STRbonus[actor.getSTR()];
    		
    	return Rnd.get(100) < val;
    }
    
    public static double calcValakasAttribute(L2Character attacker, L2Character target, L2Skill skill)
    {
    	double calcPower = 0;  
    	double calcDefen = 0;  

    	if (skill != null && skill.getAttributeName().contains("valakas"))
    	{
    		calcPower = attacker.calcStat(Stats.VALAKAS, calcPower, target, skill);
    		calcDefen = target.calcStat(Stats.VALAKAS_RES, calcDefen, target, skill);
    	}
    	else
    	{
    		calcPower = attacker.calcStat(Stats.VALAKAS, calcPower, target, skill);
    		if (calcPower > 0)
    		{
    			calcPower = attacker.calcStat(Stats.VALAKAS, calcPower, target, skill);
        		calcDefen = target.calcStat(Stats.VALAKAS_RES, calcDefen, target, skill);
    		}
    	}
    	return calcPower - calcDefen;
    }
    public static double calcElemental(L2Character attacker, L2Character target, L2Skill skill)  
    {  
    	double calcPower = 0;  
    	double calcDefen = 0;  
    	double calcTotal = 0;  
    	double result = 1;  
    	
    	if (target instanceof L2NpcInstance)  
    		calcDefen = 20;
    	L2ItemInstance weaponInstance = attacker.getActiveWeaponInstance();  
		int elementType = -1;  
		// first check skill element
		if (skill != null && skill.getElement() > 0)  
    	{
    		calcPower = 20;  
    		// Calculate the elemental power  
    		switch (skill.getElement())  
    		{  
    			case L2Skill.ELEMENT_FIRE:
    				if (attacker.getAttackElement() == Elementals.FIRE)
    					calcPower = attacker.calcStat(Stats.FIRE_POWER, calcPower, target, skill);  
    				calcDefen = target.calcStat(Stats.FIRE_RES, calcDefen, target, skill);  
    				break;  
    			case L2Skill.ELEMENT_WATER:
    				if (attacker.getAttackElement() == Elementals.WATER)
    					calcPower = attacker.calcStat(Stats.WATER_POWER, calcPower, target, skill);  
    				calcDefen = target.calcStat(Stats.WATER_RES, calcDefen, target, skill);  
    				break;  
    			case L2Skill.ELEMENT_EARTH:
    				if (attacker.getAttackElement() == Elementals.EARTH)
    					calcPower = attacker.calcStat(Stats.EARTH_POWER, calcPower, target, skill);  
    				calcDefen = target.calcStat(Stats.EARTH_RES, calcDefen, target, skill);  
    				break;  
    			case L2Skill.ELEMENT_WIND:
    				if (attacker.getAttackElement() == Elementals.WIND)
    					calcPower = attacker.calcStat(Stats.WIND_POWER, calcPower, target, skill);  
    				calcDefen = target.calcStat(Stats.WIND_RES, calcDefen, target, skill);  
    				break;  
    			case L2Skill.ELEMENT_HOLY:
    				if (attacker.getAttackElement() == Elementals.HOLY)
    					calcPower = attacker.calcStat(Stats.HOLY_POWER, calcPower, target, skill);  
    				calcDefen = target.calcStat(Stats.HOLY_RES, calcDefen, target, skill);  
    				break;  
    			case L2Skill.ELEMENT_DARK:
    				if (attacker.getAttackElement() == Elementals.DARK)
    					calcPower = attacker.calcStat(Stats.DARK_POWER, calcPower, target, skill);  
    				calcDefen = target.calcStat(Stats.DARK_RES, calcDefen, target, skill);  
    				break;  
    		}  
    		calcTotal = calcPower - calcDefen;  
    		if (calcTotal <= -80)  
    			result = 0.20;  
    		else if (calcTotal > -80 && calcTotal <= -1)  
    			result = 1 - (Math.abs(calcTotal) / 100);  
    		else if (calcTotal >= 1 && calcTotal <= 74)  
    			result = 1 + (calcTotal * 0.0052);  
    		else if (calcTotal >= 75 && calcTotal <= 149)  
    			result = 1.4;  
    		else if (calcTotal >= 150)  
    			result = 1.7;  
    	}
		// if skill not used or non-elemental skill, check for item/character elemental power
		else
		{
			if (weaponInstance != null && weaponInstance.getAttackElementType() >= 0 && weaponInstance.getAttackElementType() == attacker.getAttackElement())
				elementType = weaponInstance.getAttackElementType();
			else if (attacker.getAttackElement() > 0)
				elementType = attacker.getAttackElement();
			if (elementType >= 0)
			{
				switch (elementType)  
	    		{  
	    			case Elementals.FIRE:  
	    				calcPower = attacker.calcStat(Stats.FIRE_POWER, calcPower, target, skill);  
	    				calcDefen = target.calcStat(Stats.FIRE_RES, calcDefen, target, skill);  
	    				break;  
	    			case Elementals.WATER:  
	    				calcPower = attacker.calcStat(Stats.WATER_POWER, calcPower, target, skill);  
	    				calcDefen = target.calcStat(Stats.WATER_RES, calcDefen, target, skill);  
	    				break;  
	    			case Elementals.EARTH:  
	    				calcPower = attacker.calcStat(Stats.EARTH_POWER, calcPower, target, skill);  
	    				calcDefen = target.calcStat(Stats.EARTH_RES, calcDefen, target, skill);  
	    				break;  
	    			case Elementals.WIND:  
	    				calcPower = attacker.calcStat(Stats.WIND_POWER, calcPower, target, skill);  
	    				calcDefen = target.calcStat(Stats.WIND_RES, calcDefen, target, skill);  
	    				break;  
	    			case Elementals.HOLY:  
	    				calcPower = attacker.calcStat(Stats.HOLY_POWER, calcPower, target, skill);  
	    				calcDefen = target.calcStat(Stats.HOLY_RES, calcDefen, target, skill);  
	    				break;  
	    			case Elementals.DARK:  
	    				calcPower = attacker.calcStat(Stats.DARK_POWER, calcPower, target, skill);  
	    				calcDefen = target.calcStat(Stats.DARK_RES, calcDefen, target, skill);  
	    				break;
	    		}
				calcTotal = calcPower - calcDefen;  
	    		if (calcTotal <= -80)  
	    			result = 0.20;  
	    		else if (calcTotal > -80 && calcTotal <= -1)  
	    			result = 1 - (Math.abs(calcTotal) * 0.007);  
	    		else if (calcTotal >= 1 && calcTotal < 100)  
	    			result = 1 + (calcTotal * 0.007);  
	    		else if (calcTotal > 100)  
	    			result = 1.7; 
			}
		}
    	return result;
    }
    
    /**
     * Calculate skill reflection according these three possibilities:
     * <li>Reflect failed</li>
     * <li>Mormal reflect (just effects). <U>Only possible for skilltypes: BUFF, REFLECT, HEAL_PERCENT,
     * MANAHEAL_PERCENT, HOT, CPHOT, MPHOT</U></li>
     * <li>vengEance reflect (100% damage reflected but damage is also dealt to actor). <U>This is only possible
     * for skills with skilltype PDAM, BLOW, CHARGEDAM, MDAM or DEATHLINK</U></li>
     <br><br>
     * 
     @param actor
     * @param target
     * @param skill
     * @return SKILL_REFLECTED_FAILED, SKILL_REFLECT_SUCCEED or SKILL_REFLECT_VENGEANCE
     */
    public static byte calcSkillReflect(L2Character target, L2Skill skill)
    {
    	/*
    	 *  Neither some special skills (like hero debuffs...) or those skills
    	 *  ignoring resistances can be reflected
    	 */
		if (skill.ignoreResists() || !skill.canBeReflected())
			return SKILL_REFLECT_FAILED;
		
		// only magic and melee skills can be reflected
		if (!skill.isMagic() && 
				(skill.getCastRange() == -1 || skill.getCastRange() > MELEE_ATTACK_RANGE))
			return SKILL_REFLECT_FAILED;

		byte reflect = SKILL_REFLECT_FAILED;
		// check for non-reflected skilltypes, need additional retail check
		switch (skill.getSkillType())
		{
			case BUFF:
			case REFLECT:
			case HEAL_PERCENT:
			case MANAHEAL_PERCENT:
			case HOT:
			case CPHOT:
			case MPHOT:
			case UNDEAD_DEFENSE:
			case AGGDEBUFF:
			case CONT:
				return SKILL_REFLECT_FAILED;
			// these skill types can deal damage
			case PDAM:
			case BLOW:
			case MDAM:
			case DEATHLINK:
			case CHARGEDAM:
				final Stats stat = skill.isMagic() ? Stats.VENGEANCE_SKILL_MAGIC_DAMAGE : Stats.VENGEANCE_SKILL_PHYSICAL_DAMAGE;
				final double venganceChance = target.getStat().calcStat(stat, 0, target, skill);
				if (venganceChance > Rnd.get(100))
					reflect |= SKILL_REFLECT_VENGEANCE;					
				break;
		}

		final double reflectChance = target.calcStat(skill.isMagic() ? Stats.REFLECT_SKILL_MAGIC : Stats.REFLECT_SKILL_PHYSIC, 0, null, skill);
		
		if( Rnd.get(100) < reflectChance)
			reflect |= SKILL_REFLECT_SUCCEED;

		return reflect;
    }
}
